Page 226 - Tales from the Yawning Portal
P. 226

Fountain. A small stream of water spills from a wall   that spot, and if it is cut by a sharp weapon it will begin
         outlet into a basin and drains away through side holes.   to gush forth blood- the blood of all those who have
         so there is always plenty to drink. (It is impossible to   died within the tomb! The red flow will cascade down
         flood the place, for there are hundreds of small drain   the steps and fill the area to the top of the southernmost
         holes in the walls and floor.)                   step in 6 rounds, and each round thereafter it will rise
          Treasure. There are numerous skeletons here. rotting   higher and encompass one more step. If unchecked,
         equipment, and 30d10 each of sp, ep, gp, and pp hurled   the flow of blood will fill  the foyer to the ceiling in
         about. Searching through the remains will yield 2d10   20 rounds.
         gems (worth 10 gp each), a potion of diminution, and   Fire of any sort, magical or otherwise, turns the blood
         a +l  flail.                                     to a poison gas, which is fatal, and all characters in the
          Swords and Shields. If the door to the south is   foyer area are dead, with no saving throw, while any in
         opened from this side, all the swords and shields in   the 5-foot-wide passage to the throne room are slain un-
         area 27 swoop from the walls to attack, but they cease   less they succeed on a DC 17 Constitution saving throw.
         as soon as the door opener retreats into the chamber to   Casting one or more cure wounds spells on the door
         the north.                                       in any combination that expends four spell slots (such
                                                          as four 1st-level castings, two 2nd-level, or one 4th-level)
         28. THE WONDROUS FOYER                           will stanch the flow of blood, as will a heal spell. If other
         The narrow passage behind the throne leads to a   magic is used against the blood, only the following
         10-foot-wide landing and a series of steps which become   spells will have any effect:
         wider to the south as they ascend. When a character
                                                          Cone of cold freezes the blood and halts the flow
         reaches the landing and is able to see the steps, read:
                                                            for 3 rounds.
                                                          Create or destroy water turns the blood to water.
          The walls of the area ahead are  untarnished and gleam-  Disintegrate destroys all the blood.
          ing copper panels set between rare woods inlaid with   Levitate coagulates the blood and causes it to rise up as
                                                            a Huge red ochre jelly.
          ivory. The ceiling is  silver, formed so as to reflect and
                                                          Polymorph changes the blood into seven wights, which
          amplify light brought into the place. The chamber widens
                                                            attack immediately.
          to the south, where a set of gently sloping steps leads   Purify food and drink turns all the blood to poison gas.
          upward. The six steps, from  nearest to farthest, are made   A character caught in the gas must succeed on a DC
          of onyx,  pink marble,  la pis,  black marble, yellow serpen-  15 Constitution saving throw or become poisoned
                                                            for 48 hours.
          tine, and malachite.
                                                          Raise dead or resurrection destroys all the blood and
                                                            causes a shade to appear on the top stair. The shade
         Upon the black marble step is a large, cylindrical key   blesses the characters so that they benefit as if they
         of bronze, hereafter called the Second Key, for all to   had just finished a long rest.
         behold. It has an antipathy/sympathy spell cast upon it
         (save DC 17) that repels humanoids (the antipathy ef-  30.  FALSE TREASURE ROOM
         fect). At the head of the steps are a pair of huge doors.
                                                            This imposing chamber has a silvered ceiling, just as the
         29. THE VALVES  OF MITHRAL
         The doors at the top of the stairs are 14 feet wide and 28   foyer has, so it  is  brightly illuminated by  reflected light.
         feet tall. They are made of solid mithral, 3 feet thick, and   The walls are of ivory with gold  inlaid. The floor is  pol-
         impregnated with great magics in order to make them   ished agate.  In  each corner stands a statue of black iron,
         absolutely spell- and magic-proof.
                                                            easily nine feet tall. That to the northeast stands with a
          Keyhole. Where these valves meet, at about waist
                                                            saw-toothed two-handed sword  raised to strike; that to
         height, is a cup-like depression, a hemispherical concav-
         ity with a central hole. The hole appears to fit the Sec-  the northwest a huge, spike-ended mace; to the south-
         ond Key, but if it is inserted, the character so doing will   east the sculpture holds a wickedly spiked  morning star,
         take 5 (ldlO) lightning damage. Anyone so foolish as to   and the one in the southwest has a voulge.
         insert the First Key (from area 19) will take double that   Near the center of the room  is  a large bronze urn fili-
         amount of damage.
                                                            greed in  gold. A thin stream of smoke issues from  a tiny
           True Key. The real key to these great gates is the
                                                            vent in  its brass stopper. On the southern wall  stands a
         scepter from area 25. If the gold knob is inserted into
         the depression, the mithral doors will swing silently   granite sarcophagus that appears to  be damaged. Flank-
         open. If the silver end of the scepter is touched to the   ing the sarcophagus are two large iron chests.
         hemispherical cup the holder of the instrument will be
         teleported instantly to be spat out of the devil's mouth
         at area 6, nude, while all non-living materials with the   The room is lined with lead and has antimagic proper-
         individual go to area 33, and the crown and the scepter   ties, so no spells will work within the room, and no mag-
         reappear on the throne.                           ical properties of items of any sort will properly function
          Blood Trap. If the door is attacked by force it will not   except those that detect an aura of magic or a place of
         budge, but if it is scratched or nicked it will turn red in   desecration.


                                                                               CHAPTER  7  I TOMB  OF HORRORS
                                                                                                             225
   221   222   223   224   225   226   227   228   229   230   231